Source port : Boom
Map : Map01
Single Player : Yes
Cooperative 2-4 Player : No
Deathmatch : No
Difficulty Settings : Yes
New Sounds : No
New Music : No
New Graphics : No
Demos Replaced : None
Other Game Styles : No

* Construction *

Base : Scratch
Build Time : A few days.
Editors used : Doom Builder
Known Bugs : None known of.

* Copyright / Permissions *

Authors may NOT use this level as a base to build additional
levels. You may distribute this WAD in any format
(Internet, Diskette, CD, etc) as long as you include this file intact.

Link to review

Guest

Share this review

Link to review

Guest

Share this review

Link to review

Guest

Share this review

Link to review

Guest

Unknown date

The name filled me with dread. If you search through the archives for levels called "sewer" or "dungeon" you will find piles of dross. But this is a good map, similar to the same author's "Twisted Metal" (the monster progression is mucht he same and so is the monster). It feels larger than it is, and there's just enough ammo and slightly more health than you need. The design is simple but attractive and it plays well.

Link to review

Guest

Share this review

Link to review

File Reviews

Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.
this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?
WRONG
while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.
it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.

More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.

Starts with all monsters with their backs to you, and you might as well leave it that way and just listen to the music. One big rectangular room with no finish switch. They couldn't even make the rectangle properly - freehand I guess. Kill the monsters if you want, it's easy.